[osg-users] Visual Studio 2015 3rd_party

2015-10-20 Thread Sebastian Messerschmidt

Hi folks,

Since I needed to use VS2015 for a project I built some of the 3rd party 
dependencies for VS2015 for x64.
Is there some spot where can put them? I know that AlphaPixel is/was 
hosting 3rd party, so maybe we can put them there?


Namely I built:
libpng(1618)
libjpeg   (sr6)
zlib(127)
freetype   (ft261)
curl(currently unknown version)

Cheers
Sebastian
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[osg-users] the new glTF format by the Kronos Group

2015-10-20 Thread Christian Buchner
Hi all,

The Khronos group has published a specification for a data exchange and
transmission format for 3D objects and scenes, it appears

https://github.com/KhronosGroup/glTF

I think the OpenScenegraph community might be a interesting in implementing
a a file format plugin, or even come up with a standaloner viewer for this
format.

So far it is hard to tell if this format will be widely adopted. But having
support in OSG from an early point in time could either make OSG more
popular, or glTF...  ;)

Christian
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Re: [osg-users] Cameras with same target and different near/far

2015-10-20 Thread Riccardo Corsi
Hi all,

sorry to revamp again my own thread, I'd just like to understand if there's
something I'm missing or if the issue I'm facing is an expected behavior.

So simplify even further my question, I sum it up as follows:
I want to render a scene from within a car. I want to use 2 different
cameras, one for the outside world, and one for the car internals, to
optimize near/far ratio for each of them.
I attach the outside scene under the main camera.
Then I have a camera setup as follows to render the car internals.

   osg::Camera* carCam = new osg::Camera;
   // draw subgraph after main camera
   carCam->setRenderOrder(osg::Camera::POST_RENDER, 1);
   // clear depth only
   carCam->setClearMask(GL_DEPTH_BUFFER_BIT);
   // force near/far values for the car camera

 carCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
   carCam->setProjectionMatrixAsPerspective(fov, ar, 0.1, 10);
   // render the user vehicle
   carCam->addChild(carInternalModel);

Now:
- if I add the car camera as viewer's slave, everything works as expected,
near/far is fixed and independent from the main camera
- if I place the car camera in scene, cull settings are overwritten, and
near/far is inherited from the main camera no matter what

Is this the expected behavior?
Thank you,
Ricky



On Mon, Sep 14, 2015 at 11:37 AM, Riccardo Corsi  wrote:

> Hi all,
>
> sorry to revamp my own thread, but I'm facing again the same problem I
> explained in the first post and couldn't find a correct setup.
> Any hint?
> thanks,
> ricky
>
>
>
> On Fri, Jul 10, 2015 at 5:46 PM, Riccardo Corsi <
> riccardo.co...@kairos3d.it> wrote:
>
>> Hi all,
>>
>> what I'm after is a sort of simple depth peeling, the aim is to render 2
>> different parts of a whole scene with different near/far settings to the
>> same render target. Something like:
>>
>> * mainCamera (render the huge surrounding scene)
>> |
>> |-- huge scene
>> |
>> |-- detailCamera (render a closer object in detail with small z near/far)
>>   |
>>   |-- detailed geometry
>>
>>
>> I thought the best option was to place the detailCamera in scene, to
>> share the render target, and:
>> - set a custom near/far settings
>> - set the clear depth bit
>> - set the render order to post (or nested?)
>> but I couldn't get it to work.
>>
>> I'm particular I have some doubts:
>> 1. does a PRE/POST and a NESTED ORDER camera have the same behavior with
>> respect to sharing the mainCamera render target, when placed in-scene under
>> it?
>> 2. for point 1, does anything change if mainCamera renders to the Frame
>> Buffer or to and FBO?
>> 3. is there any other/more correct way to get 2 cameras to render to the
>> same FBO with different near/far settings?
>>
>> Thank you!
>> Ricky
>>
>>
>
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Re: [osg-users] the new glTF format by the Kronos Group

2015-10-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

On 20/10/15 13:51, Christian Buchner wrote:
> Hi all,
> 
> The Khronos group has published a specification for a data exchange
> and transmission format for 3D objects and scenes, it appears
> 
> https://github.com/KhronosGroup/glTF
> 
> I think the OpenScenegraph community might be a interesting in 
> implementing a a file format plugin, or even come up with a
> standaloner viewer for this format.
> 
> So far it is hard to tell if this format will be widely adopted.
> But having support in OSG from an early point in time could either
> make OSG more popular, or glTF...  ;)

Interesting, I wasn't aware of something like this being in the works.
It could be useful to support, indeed. If someone is building a new
application, this could potentially save them some work, especially if
there will be tooling available.

On the other hand, I don't see much potential for this as an
interoperability format because I don't see major game/3D engine
vendors abandoning their proprietary "baked" asset for this. There is
 too much investment in their existing tooling already and a vendor
lock-in is a major factor in their interest too. E.g. Unity wouldn't
want to make it easier for their paying customers to jump ship to
Unreal (or vice versa). The same for the various asset stores these
companies are running - vendor lock-in is a major advantage there,
because they get to be the gatekeeper and collect toll.

J.

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Re: [osg-users] the new glTF format by the Kronos Group

2015-10-20 Thread Chris Hanson
I could probably crank out a glTF loader in short work if anybody was
interested. I haven't had any clients come forth demanding one yet, but it
may happen. We'll see. Can't be any more complicated than COLLADA! ;)

On Tue, Oct 20, 2015 at 12:36 PM, Jan Ciger  wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Hello,
>
> On 20/10/15 13:51, Christian Buchner wrote:
> > Hi all,
> >
> > The Khronos group has published a specification for a data exchange
> > and transmission format for 3D objects and scenes, it appears
> >
> > https://github.com/KhronosGroup/glTF
> >
> > I think the OpenScenegraph community might be a interesting in
> > implementing a a file format plugin, or even come up with a
> > standaloner viewer for this format.
> >
> > So far it is hard to tell if this format will be widely adopted.
> > But having support in OSG from an early point in time could either
> > make OSG more popular, or glTF...  ;)
>
> Interesting, I wasn't aware of something like this being in the works.
> It could be useful to support, indeed. If someone is building a new
> application, this could potentially save them some work, especially if
> there will be tooling available.
>
> On the other hand, I don't see much potential for this as an
> interoperability format because I don't see major game/3D engine
> vendors abandoning their proprietary "baked" asset for this. There is
>  too much investment in their existing tooling already and a vendor
> lock-in is a major factor in their interest too. E.g. Unity wouldn't
> want to make it easier for their paying customers to jump ship to
> Unreal (or vice versa). The same for the various asset stores these
> companies are running - vendor lock-in is a major advantage there,
> because they get to be the gatekeeper and collect toll.
>
> J.
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v2
>
> iD8DBQFWJom6n11XseNj94gRAob+AKC4Eln1nSCdMHpke3Xfru7j16Q8fwCfa4fw
> EZ7Kjzlr5DiW6M6QODDGzs4=
> =gXAU
> -END PGP SIGNATURE-
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
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http://www.alphapixel.com/
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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-20 Thread Sebastian Messerschmidt

Hi Chris,

can you contact me via email, so can discuss on the details?

Cheers
Sebastian

Yeah, I'd be up for hosting them.

We're working towards getting our own in-house build system up to 
modern compilers shortly.


On Tue, Oct 20, 2015 at 3:03 AM, Sebastian Messerschmidt 
> wrote:


Hi folks,

Since I needed to use VS2015 for a project I built some of the 3rd
party dependencies for VS2015 for x64.
Is there some spot where can put them? I know that AlphaPixel
is/was hosting 3rd party, so maybe we can put them there?

Namely I built:
libpng(1618)
libjpeg   (sr6)
zlib(127)
freetype   (ft261)
curl(currently unknown version)

Cheers
Sebastian
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--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/

Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • 
OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP •Code Forensics •Digital Imaging • GIS • GPS • 
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • 
Mobile • iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel 
 (775) 623-PIXL [7495]



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Re: [osg-users] INVALID_OPERATION with compressed textures with mipmaps in OSG 3.4.0

2015-10-20 Thread Bradley Anderegg
Hi,

I can confirm I am seeing this on Windows 7 x64, in addition, I am also seeing 
an occasional driver crash.

Typically after running for about 4 or 5 hours, the video driver will shutdown 
and the OS pops up a notification that says it is has been restarted.  The OS 
recovers but the application crashes on the call to 
releaseContextImplementation() line 2081 in GraphicsWindowWin32.cpp.

I'm not yet sure if these are related.


Thank you!

Cheers,
Bradley

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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-20 Thread Chris Hanson
Yeah, I'd be up for hosting them.

We're working towards getting our own in-house build system up to modern
compilers shortly.

On Tue, Oct 20, 2015 at 3:03 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hi folks,
>
> Since I needed to use VS2015 for a project I built some of the 3rd party
> dependencies for VS2015 for x64.
> Is there some spot where can put them? I know that AlphaPixel is/was
> hosting 3rd party, so maybe we can put them there?
>
> Namely I built:
> libpng(1618)
> libjpeg   (sr6)
> zlib(127)
> freetype   (ft261)
> curl(currently unknown version)
>
> Cheers
> Sebastian
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]
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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-20 Thread Robert Osfield
Hi Sebastian,

You are welcome to put them on openscenegraph.org.

Robert.

On 20 October 2015 at 10:03, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hi folks,
>
> Since I needed to use VS2015 for a project I built some of the 3rd party
> dependencies for VS2015 for x64.
> Is there some spot where can put them? I know that AlphaPixel is/was
> hosting 3rd party, so maybe we can put them there?
>
> Namely I built:
> libpng(1618)
> libjpeg   (sr6)
> zlib(127)
> freetype   (ft261)
> curl(currently unknown version)
>
> Cheers
> Sebastian
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Re: [osg-users] the new glTF format by the Kronos Group

2015-10-20 Thread Jan Ciger
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On 20/10/15 20:56, Chris Hanson wrote:
> I could probably crank out a glTF loader in short work if anybody
> was interested. I haven't had any clients come forth demanding one
> yet, but it may happen. We'll see. Can't be any more complicated
> than COLLADA! ;)

Well, considering it is a part binary format, I wouldn't underestimate
it :) It could be easily a similarly complex mess, only in a different
way.

J.
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